ref: 479d7ded6db85c364940e5e77966746224318f20
dir: /src/i_sound.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: i_sound.c 39 2005-08-04 21:48:32Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.6 2005/08/04 21:48:32 fraggle // Turn on compiler optimisation and warning options // Add SDL_mixer sound code // // Revision 1.5 2005/07/23 21:32:47 fraggle // Add missing errno.h, fix crash on startup when no IWAD present // // Revision 1.4 2005/07/23 19:17:11 fraggle // Use ANSI-standard limit constants. Remove LINUX define. // // Revision 1.3 2005/07/23 17:21:35 fraggle // Remove step table (unused, adds dependency on pow function) // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:46 fraggle // Initial import // // // DESCRIPTION: // System interface for sound. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: i_sound.c 39 2005-08-04 21:48:32Z fraggle $"; #include <stdio.h> #include <stdlib.h> #include <SDL.h> #include <SDL_mixer.h> #include "z_zone.h" #include "i_system.h" #include "i_sound.h" #include "m_argv.h" #include "m_misc.h" #include "m_swap.h" #include "w_wad.h" #include "doomdef.h" #define NUM_CHANNELS 8 static int sound_initialised = 0; static Mix_Chunk sound_chunks[NUMSFX]; static byte *expand_sound_data(byte *data, int samplerate, int length) { byte *result = data; int i; if (samplerate == 11025) { // need to expand to 2 channels, and expand 8 bit samples to 16 bits result = Z_Malloc(length * 4, PU_STATIC, NULL); for (i=0; i<length; ++i) { result[i * 4] = result[i * 4 + 1] = result[i * 4 + 2] = result[i * 4 + 3] = data[i]; } } else if (samplerate == 22050) { // need to expand to 2 channels (sample rate is already correct) result = Z_Malloc(length * 2, PU_STATIC, NULL); for (i=0; i<length / 2; ++i) { result[i * 4] = result[i * 4 + 2] = data[i * 2]; result[i * 4 + 1] = result[i * 4 + 3] = data[i * 2 + 1]; } } else { I_Error("Unsupported sample rate %i", samplerate); } return result; } static Mix_Chunk *getsfx(int sound) { if (sound_chunks[sound].abuf == NULL) { int lumpnum; int samplerate; int length; byte *data; // need to load the sound lumpnum = I_GetSfxLumpNum(&S_sfx[sound]); data = W_CacheLumpNum(lumpnum, PU_STATIC); samplerate = (data[3] << 8) | data[2]; length = (data[5] << 8) | data[4]; sound_chunks[sound].allocated = 1; sound_chunks[sound].abuf = expand_sound_data(data + 8, samplerate, length); sound_chunks[sound].alen = (length * 2 * 22050) / samplerate; sound_chunks[sound].volume = 128; } return &sound_chunks[sound]; } // // SFX API // Note: this was called by S_Init. // However, whatever they did in the // old DPMS based DOS version, this // were simply dummies in the Linux // version. // See soundserver initdata(). // void I_SetChannels() { } void I_SetSfxVolume(int volume) { // Identical to DOS. // Basically, this should propagate // the menu/config file setting // to the state variable used in // the mixing. snd_SfxVolume = volume; } // MUSIC API - dummy. Some code from DOS version. void I_SetMusicVolume(int volume) { // Internal state variable. snd_MusicVolume = volume; // Now set volume on output device. // Whatever( snd_MusciVolume ); } // // Retrieve the raw data lump index // for a given SFX name. // int I_GetSfxLumpNum(sfxinfo_t* sfx) { char namebuf[9]; sprintf(namebuf, "ds%s", sfx->name); return W_GetNumForName(namebuf); } // // Starting a sound means adding it // to the current list of active sounds // in the internal channels. // As the SFX info struct contains // e.g. a pointer to the raw data, // it is ignored. // As our sound handling does not handle // priority, it is ignored. // Pitching (that is, increased speed of playback) // is set, but currently not used by mixing. // int I_StartSound ( int id, int vol, int sep, int pitch, int priority ) { Mix_Chunk *chunk = getsfx(id); int channel; channel = Mix_PlayChannelTimed(-1, chunk, 0, -1); I_UpdateSoundParams(channel, vol, sep, pitch); return channel; } void I_StopSound (int handle) { Mix_HaltChannel(handle); } int I_SoundIsPlaying(int handle) { return Mix_Playing(handle); } // // This function loops all active (internal) sound // channels, retrieves a given number of samples // from the raw sound data, modifies it according // to the current (internal) channel parameters, // mixes the per channel samples into the global // mixbuffer, clamping it to the allowed range, // and sets up everything for transferring the // contents of the mixbuffer to the (two) // hardware channels (left and right, that is). // // This function currently supports only 16bit. // void I_UpdateSound( void ) { } // // This would be used to write out the mixbuffer // during each game loop update. // Updates sound buffer and audio device at runtime. // It is called during Timer interrupt with SNDINTR. // Mixing now done synchronous, and // only output be done asynchronous? // void I_SubmitSound(void) { } void I_UpdateSoundParams ( int handle, int vol, int sep, int pitch) { Mix_SetPanning(handle, ((254 - sep) * vol) / 8, ((sep) * vol) / 8); } void I_ShutdownSound(void) { if (!sound_initialised) return; Mix_CloseAudio(); SDL_QuitSubSystem(SDL_INIT_AUDIO); } void I_InitSound() { if (SDL_Init(SDL_INIT_AUDIO) < 0) { printf("Unable to set up sound.\n"); return; } if (Mix_OpenAudio(22050, AUDIO_U8, 2, 1024) < 0) { printf("Error initialising SDL_mixer: %s\n", SDL_GetError()); } sound_initialised = 1; SDL_PauseAudio(0); printf("sound started.\n"); } // // MUSIC API. // Still no music done. // Remains. Dummies. // void I_InitMusic(void) { } void I_ShutdownMusic(void) { } static int looping=0; static int musicdies=-1; void I_PlaySong(int handle, int looping) { // UNUSED. handle = looping = 0; musicdies = gametic + TICRATE*30; } void I_PauseSong (int handle) { // UNUSED. handle = 0; } void I_ResumeSong (int handle) { // UNUSED. handle = 0; } void I_StopSong(int handle) { // UNUSED. handle = 0; looping = 0; musicdies = 0; } void I_UnRegisterSong(int handle) { // UNUSED. handle = 0; } int I_RegisterSong(void* data) { // UNUSED. data = NULL; return 1; } // Is the song playing? int I_QrySongPlaying(int handle) { // UNUSED. handle = 0; return looping || musicdies > gametic; }